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The team feels we owe the community an update on some more progress we have made on the weapons side of things, especially considering one of the team members making the previously shown video private. I do not have an explanation for the action, but let it be known that by the next time we show video progress of gameplay functions, said gameplay will look much more finished by ways of animations, sound and visual effects, and of course those statistical details for each weapon that have been parsed and implemented.

Now let's share some of that work, shall we? Sean has been incredibly busy, helping out in this department by recreating the Tommy Gun that came from the first and second games, the Soviet Rifle which came from Future Perfect, the Grenade Launcher from the second, and even the Fire Extinguisher from two. I have also been trying to contribute to the efforts with the Shotgun from Future Perfect; I have a few more details to implement on it before I'll say I'm finished with it, but all of these weapons and more are now in the hands of our animators and coders to see to completion.

Soviet Rifle

Tommy Gun

Grenade Launcher

Fire Extinguisher

Shotgun and Crates

Also, I have been assisting on the completion of Compound and Warzone. Sean had come up with a nice dust particle, but since he has been on a tear on the aforementioned weapons (and other items he may or may not have shown via personal livestream at twitch.tv/damianaid ,) I have been working on creating and implementing some water particles on the map- sadly the screenshot I took doesn't quite reflect the particles as well as I would hope it would. At the very least, I get to share the shotgun and the set of crates I had contributed to the map (and I might also add the crate which features a tarp covering its top and blows in the wind.)

The team also has been discussing and resolving various topics regarding our direction forward as of late; I should probably remain vague until I have the green light to share these topics publicly, but I'll re-iterate this for now: expect great things.

Greetings everyone, it has been a few weeks since we have updated the community, so we felt it was time for "a peek behind the curtain.” In the span between this post and last, the team has overcome some considerably sizeable challenges, tackling content and organization needs. The team is far from finished with either, but we remain committed to delivering a new TimeSplitters iteration that will satisfy this community, and will obviously continue to tackle both.

Starting off, one of our programmers has been eager to share some progress on their side of the project. So behold, he brings you a video in some of the weapons work he is responsible for. Keep in mind this is still a work in progress, and we plan to share these and other weapons and features in a more complete showing in the near future.

Also, you may have noticed quite a few characters in the video. Most of those you see here were recreated by Alfred Turner, one in which was selected by community- a “unique” character, in which he picked Snowman. We also share a few more new (remade) faces as well in Brown Zombie, Fingers Mackenzie, Overall Mutant, Priest Mutant, and Time Assassin in addition to some of the other characters previously revealed. There are still some surprises left- we will wait for a proper time to share their identities and details lovingly recreated by our character artists.

On the level and environment side of things, Sean, I and others are still chipping away at our to-do lists. Sean has run into a bit of a snag on Disco, but I am quite confident we will have it resolved in due time. Progress on Bunker continues with Runner and I recreating those environment pieces for the mostly-neglected military installation. As for what is on the level, Sean and I will be focusing on Compound and Warzone to get things prepared for the gameplay trailer; Streets will also receive further polishing if we have time to spare.

Lastly, there is a bug on our website that is preventing people from creating an account on it. We will be fixing that soon, and will keep you updated when that happens.

Well the past few weeks have passed by us without an update, let us remedy that.

The level creation side of things has mainly been seeing polish work- Sean and I have been putting in plenty of work making Streets and Castle run even better in-engine, not to mention beautifying the particle effects, lighting, and other details. With that said, Runner and I have made a bit more progress on Bunker despite the limited hours to work on it, and Sean has put in a serious amount of work into Disco over the past week.

As for characters, character artist Alfred has been working with animator / programmer Alex on setting up a separate skeleton for the female characters, not to mention a third skeleton for robots.

What's next for us? Well, the coding team completed an engine update and are now focusing on the gameplay essentials like pickups and powerups; hopefully after levels, weapons, and other assets are polished, we'll be sharing some gameplay.